Cesium in the next three months - what do you want to see?

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Patrick Cozzi

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Apr 4, 2017, 9:50:18 AM4/4/17
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Hi all,

To continue from the active Cesium in 2017 thread (over 1,100 views, wow!), we'd like to hear what you want to see in Cesium in April, May, and June.

The start to 2017 has been great; the releases have included a ton of bug fixes and major features including orthographic projection, custom CZML properties, compressed textures, billboard/label/point improvements, and the imagery splitter, not counting the January release and all the work in the 3d-tiles branch.

For April-June, we have the following in the pipeline:
  • Support for Google Earth Enterprise terrain and imagery. (blog post)
  • Line styles, thanks to Jason Beverage. #5159
  • New depth test options for billboards/labels/points and depth-fail polyline materials. #5166, #5160, #5168
  • glTF 2.0. #4009
  • Significant 3D Tiles performance improvement. #5128
  • 3D Tiles spec/implementation community review before final OGC community standard steps. (blog post)
The other things we are considering for the next three months include:
  • New/reorganized tutorials and Sandcastle examples
  • Improved antialiasing
  • mesh compression, #5120
  • 3D Tiles vector tiles, #124
There is also ongoing performance work, and bigger features we may be able to start, but not finish, including sub-surface, improved modules, and WebGL 2.

As always, please chime in with your thoughts and +1's, especially if they supplement the summary of the Cesium in 2017 thread.

Finally, Cesium has benefited from so many contributions from outside the core team this year.  If you are able to lend a hand to work on something that is important for your project, check out CONTRIBUTING.md to get started.  It is very much appreciated.

Thanks,
Patrick
--

Sébastien Gruhier

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Apr 4, 2017, 10:03:53 AM4/4/17
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I'm new with Cesium, may be my requests are already done or in the pipe

A way to simply build piechart, in otherword to draw pie (part of ellipse instead of a full ellipse) ?
A way to draw text that fit the ground like when you draw an ellipse for example instead of being orthogonal to the globe?

thanks

Terry Brown

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Apr 4, 2017, 10:27:31 AM4/4/17
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On Tue, 4 Apr 2017 09:50:14 -0400
Patrick Cozzi <pjc...@gmail.com> wrote:

> Hi all,
>
> To continue from the active Cesium in 2017 thread
> <https://groups.google.com/forum/#!topic/cesium-dev/D1gv_IEDDGY> (over
> 1,100 views, wow!), we'd like to hear what you want to see in Cesium
> in April, May, and June.

Just some thoughts about implementation of subsurface views. Seems
train stations etc. are simpler than lake bathymetry, which is my
personal interest. It would be great if bathymetry could be supplied
for a local area, with the global terrain provider remaining in effect
everywhere else.

Also bathymetry data is often quite coarse, so while the
multi-resolution representation I think the global terrain provider
uses would be nice to have, I suspect in many cases it will be
practical to use the highest resolution bathymetry data at all scales.
E.g. if working in a bay or a harbor with only 90 or even 30 m
bathymetry data, data volume wise supplying the whole dataset as a
simple grid might be quite feasible.

That might be useful for regular ground level applications too, e.g.
for work focused on a campus or historic site or other small area
where more refined elevation data is available and needed by the
application.

Thanks, Terry

jeremia...@gmail.com

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Apr 4, 2017, 11:36:58 AM4/4/17
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Hey,

first thank you for your great work and please be patient with my english skills :D

in our current project we need the ability to draw different complex geometry on the globe and update them dynamically. We have used the Draw Helper Plugin but now we have to implement it by ourselves with the Primitive Layer(Entity Layer is no option).

Unfortunately there is no other way (it's possible that i have not find the right way yet, so please enlight me if i'am wrong :D) then remove the Primitive and with it the containing GeometryInstance, and recreate the Primitive and the GeometryInstance on every update of eg. the positions. This causes flickering when you want to dynamically change the shape of a polygon on mouse move.

So what we need is the Ability to change eg. the Positions of a Primitive respectively the containing GeometryInstance without recreating it, like Polyline, PointPrimitive or Billboard does it.

I have done some research and find this issue (https://github.com/AnalyticalGraphicsInc/cesium/issues/932) on Github. I guess this could possibly solve this issue ?!

So this would be our feature request +1 :)

thank you

Ryan Hickman

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Apr 5, 2017, 1:05:16 PM4/5/17
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Mark Erikson

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Apr 5, 2017, 1:58:26 PM4/5/17
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Any perf improvements would be great.  Would also still love to see BillboardCollection backing texture reuse chunks to prevent memory-related crashes ( per https://github.com/AnalyticalGraphicsInc/cesium/issues/172 and https://github.com/AnalyticalGraphicsInc/cesium/issues/2094 ).

Patrick Cozzi

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Apr 6, 2017, 8:11:16 AM4/6/17
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Thanks all for the input!

@Sébastien for the piechart, keep an eye on the sector geometry issue, #4754.

@Terry thanks for the input on subsurface.  By chance, do you know of open bathymetry data you could point me to?

@jeremiasandris try setting "asynchronous : false" when creating the Primitive.  If you have more questions about this, please start a new thread so we can keep this thread focused on the roadmap.

Patrick

Terry Brown

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Apr 6, 2017, 9:33:17 AM4/6/17
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On Thu, 6 Apr 2017 05:11:16 -0700 (PDT)
Patrick Cozzi <pjc...@gmail.com> wrote:

> *@Terry* thanks for the input on subsurface. By chance, do you know
> of open bathymetry data you could point me to?

For example: https://www.ngdc.noaa.gov/mgg/bathymetry/relief.html

has

https://www.ngdc.noaa.gov/mgg/greatlakes/michigan.html

which is ~ 100 m grid, this extent is a bit larger than I was thinking
of when I talked about a local patch of bathymetry in a bay or harbor
at 4201 x 5365 cells, but you could clip it to a smaller region.

I'll try and find a smaller extent / higher res. example too.

Thanks, Terry

Rob Milton

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Apr 6, 2017, 9:39:44 AM4/6/17
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Hi Patrick,

Thanks for the ongoing terrific work with Cesium!  I'm hoping that the work on glTF 2.0 will include the ability to apply/replace textures on models during run time.

Thanks,
Rob

s.deg...@bigpond.com

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Apr 8, 2017, 2:22:31 AM4/8/17
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Hi Patrick,

Thanks also for the terrific work going on with Cesium.

I would love to see transparent background working with fxaa turned on. I know it is the crrent workaround to have it set false but it draws all the polygons very jiggered in my use case. It has been written up here:-
https://github.com/AnalyticalGraphicsInc/cesium/issues/1921

Cheers,
Sebastian

Patrick Cozzi

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Apr 12, 2017, 7:33:58 AM4/12/17
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Thanks everyone for the input!

@Terry thanks for link to NOAA bathymetry.  Super useful!

@Rob keep an eye on #2387.

@Sebastian good news, #5200 fixes the transparent background FXAA issue.  Can you please test it and comment in that pull request?

Patrick


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Berwyn

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Apr 13, 2017, 6:52:43 PM4/13/17
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I would like to see orthometric terrain and elevations supported.

When dealing with things close to the ground I'm fetching a geoid height from the bing elevation api and applying corrections.


Patrick Cozzi

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Apr 18, 2017, 1:18:07 PM4/18/17
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@Berwyn would a Mean Sea Level terrain dataset solve your problem if it were available like how STK World Terrain is used in Cesium today?

Thanks,
Patrick

On Thu, Apr 13, 2017 at 6:52 PM, Berwyn <bmcki...@conetec.com> wrote:
I would like to see orthometric terrain and elevations supported.

When dealing with things close to the ground I'm  fetching a geoid height from the bing elevation api and applying corrections.
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Berwyn McKilligan

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Apr 18, 2017, 1:25:56 PM4/18/17
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that would work

thanks

Jacob

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Apr 19, 2017, 2:34:09 PM4/19/17
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Hi Patrick,

Overall I've had an awesome experience so far using Cesium and getting help on the forum here, and it gets "wows" when I show it off in my app.  The top priority I would advocate for is general polish and bug fixing, especially for issues that are highly visible. If I could choose one bug to be fixed, it would be the camera allowing zoom into the Earth after zooming or flying to a billboard, which is highly visible in my app because I use a lot of "fly to" animation:


In my app I also had to pull back support for terrain, in part because of bugs and lack of support.  I'd advocate support for draped polylines and fixes for issues related to billboard clamped to terrain (e.g. issues like I reported here and here).

As for new features, +1 on progression of 3D Tiles.  The demos and screenshots look amazing, but it's not clear to me how to try it out.  Could a "Getting started" tutorial be written?

Thanks,
Jacob

Patrick Cozzi

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Apr 20, 2017, 2:27:49 PM4/20/17
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Jacob - thanks for the great feedback.

Perhaps we'll be able to look at the camera and billboard issues at an upcoming bug bash.  In the meantime, you are also welcome to contribute a fix or help further narrow the issues down (see here to get started).

For polylines on terrain, a lot of devs use a Corridor geometry, with width defined in meters, and a GroundPrimitive.  To approximate a constant pixel width, they swap in a few different corridors based on the view distance.  It looks surprisingly good!

Patrick

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Rachel Hwang

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Apr 20, 2017, 3:39:03 PM4/20/17
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Thanks for the feedback Jacob!

I'm working on a reorganization of our Cesium learning materials, and I'd love to create a 3D-tiles tutorial. Let me check in with the team about what would be an appropriate timeline for getting that done (plenty of things in the works right now, both code and doc-wise!). I'll keep you updated.

On the learning resources side, is there anything else you wish we better documented?

Best,
- Rachel

bmcki...@conetec.com

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Apr 20, 2017, 8:35:46 PM4/20/17
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Jacob

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Apr 21, 2017, 8:48:47 AM4/21/17
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Hi Rachel,

One issue I recently got caught on was how to listen to property changes, and I was given a solution on the forum (see here).  I don't see how I would have known how to do this by reading the documentation.  So if I could wish for another tutorial, it would be one to cover advanced coding and customization techniques for Cesium. 

But generally I use the Code Examples gallery to learn how to use the API, so my preference would be to see that maintained and grown.

Thanks,
Jacob
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Rachel Hwang

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Apr 21, 2017, 8:56:27 AM4/21/17
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Thanks again for your input, Jacob! We could definitely use better coverage for such things. I'm working on expanding our tutorial and sandcastle examples, so I'll definitely keep this in mind.

I've added your message to our tutorial conversation here: https://github.com/AnalyticalGraphicsInc/cesium/issues/5207

Please feel free to add to the thread if have any more specific notes! :)

Thanks,
- Rachel

Qandeel Abbassi

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Apr 23, 2017, 5:26:19 PM4/23/17
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  • Providing a mechanism for caching tiles of particular area beforehand to make animations smoother.
  • Providing a mechanism to capture animation frames and converting them to video. This can be useful for so many things.
  • Provide more control on tracked entity like zoom, heading, and pitch.

Patrick Cozzi

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Apr 25, 2017, 10:57:15 AM4/25/17
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Thanks for the ideas, Qandeel.


Patrick

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Alberto Acevedo

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Apr 25, 2017, 4:12:17 PM4/25/17
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Patrick,

Same  as Mark. Performance improvements, and the texture atlas out of memory issue.

Thanks for the great work,

Alberto


On Wednesday, April 5, 2017 at 1:58:26 PM UTC-4, Mark Erikson wrote:

wenwu2...@gmail.com

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Apr 27, 2017, 5:07:52 AM4/27/17
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I want to add road with image material,when I use color material ,It can surface on terrain,but failed when use image material.can you fix the problem? thank you!

jduhl...@gmail.com

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Apr 27, 2017, 9:19:18 AM4/27/17
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On Tuesday, April 4, 2017 at 8:50:18 AM UTC-5, Patrick Cozzi wrote:
> Hi all,
>
>
> To continue from the active Cesium in 2017 thread (over 1,100 views, wow!), we'd like to hear what you want to see in Cesium in April, May, and June.
>
>
> The start to 2017 has been great; the releases have included a ton of bug fixes and major features including orthographic projection, custom CZML properties, compressed textures, billboard/label/point improvements, and the imagery splitter, not counting the January release and all the work in the 3d-tiles branch.
>
>
> For April-June, we have the following in the pipeline:
> Support for Google Earth Enterprise terrain and imagery. (blog post)Line styles, thanks to Jason Beverage. #5159New depth test options for billboards/labels/points and depth-fail polyline materials. #5166, #5160, #5168glTF 2.0. #4009Significant 3D Tiles performance improvement. #51283D Tiles spec/implementation community review before final OGC community standard steps. (blog post)
> The other things we are considering for the next three months include:
> New/reorganized tutorials and Sandcastle examplesImproved antialiasingmesh compression, #51203D Tiles vector tiles, #124
> There is also ongoing performance work, and bigger features we may be able to start, but not finish, including sub-surface, improved modules, and WebGL 2.
>
>
> As always, please chime in with your thoughts and +1's, especially if they supplement the summary of the Cesium in 2017 thread.
>
>
> Finally, Cesium has benefited from so many contributions from outside the core team this year.  If you are able to lend a hand to work on something that is important for your project, check out CONTRIBUTING.md to get started.  It is very much appreciated.
>
>
> Thanks,
> Patrick--
>
>
> twitter.com/pjcozzi



On Tuesday, April 4, 2017 at 8:50:18 AM UTC-5, Patrick Cozzi wrote:
> Hi all,
>
>
> To continue from the active Cesium in 2017 thread (over 1,100 views, wow!), we'd like to hear what you want to see in Cesium in April, May, and June.
>
>
> The start to 2017 has been great; the releases have included a ton of bug fixes and major features including orthographic projection, custom CZML properties, compressed textures, billboard/label/point improvements, and the imagery splitter, not counting the January release and all the work in the 3d-tiles branch.
>
>
> For April-June, we have the following in the pipeline:
> Support for Google Earth Enterprise terrain and imagery. (blog post)Line styles, thanks to Jason Beverage. #5159New depth test options for billboards/labels/points and depth-fail polyline materials. #5166, #5160, #5168glTF 2.0. #4009Significant 3D Tiles performance improvement. #51283D Tiles spec/implementation community review before final OGC community standard steps. (blog post)
> The other things we are considering for the next three months include:
> New/reorganized tutorials and Sandcastle examplesImproved antialiasingmesh compression, #51203D Tiles vector tiles, #124
> There is also ongoing performance work, and bigger features we may be able to start, but not finish, including sub-surface, improved modules, and WebGL 2.
>
>
> As always, please chime in with your thoughts and +1's, especially if they supplement the summary of the Cesium in 2017 thread.
>
>
> Finally, Cesium has benefited from so many contributions from outside the core team this year.  If you are able to lend a hand to work on something that is important for your project, check out CONTRIBUTING.md to get started.  It is very much appreciated.
>
>
> Thanks,
> Patrick--
>
>
> twitter.com/pjcozzi



On Tuesday, April 4, 2017 at 8:50:18 AM UTC-5, Patrick Cozzi wrote:
> Hi all,
>
>
> To continue from the active Cesium in 2017 thread (over 1,100 views, wow!), we'd like to hear what you want to see in Cesium in April, May, and June.
>
>
> The start to 2017 has been great; the releases have included a ton of bug fixes and major features including orthographic projection, custom CZML properties, compressed textures, billboard/label/point improvements, and the imagery splitter, not counting the January release and all the work in the 3d-tiles branch.
>
>
> For April-June, we have the following in the pipeline:
> Support for Google Earth Enterprise terrain and imagery. (blog post)Line styles, thanks to Jason Beverage. #5159New depth test options for billboards/labels/points and depth-fail polyline materials. #5166, #5160, #5168glTF 2.0. #4009Significant 3D Tiles performance improvement. #51283D Tiles spec/implementation community review before final OGC community standard steps. (blog post)
> The other things we are considering for the next three months include:
> New/reorganized tutorials and Sandcastle examplesImproved antialiasingmesh compression, #51203D Tiles vector tiles, #124
> There is also ongoing performance work, and bigger features we may be able to start, but not finish, including sub-surface, improved modules, and WebGL 2.
>
>
> As always, please chime in with your thoughts and +1's, especially if they supplement the summary of the Cesium in 2017 thread.
>
>
> Finally, Cesium has benefited from so many contributions from outside the core team this year.  If you are able to lend a hand to work on something that is important for your project, check out CONTRIBUTING.md to get started.  It is very much appreciated.
>
>
> Thanks,
> Patrick--
>
>
> twitter.com/pjcozzi

"altitude" or "height" for "ImageLayer" or "ImageLayerCollection" so TMS, WMS, etc can appear to float above the globe. TMS/WMS tiles with alpha channels (clouds, radar) could appear as if they were in the atmosphere. Maybe even cast shadows?

Rachel Hwang

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Apr 28, 2017, 4:21:54 PM4/28/17
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That feature is on our long term roadmap, but we're not sure when it will be implemented, as it looks like it will be a fairly large undertaking. Once 3D-tiles is further along, it may become easier to add.

Meanwhile, I've added you to our discussion here, and we'll keep you updated when we make progress.

Kjell

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Apr 28, 2017, 7:17:23 PM4/28/17
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Hi Patrick,
Recognizing that there will be great things coming in 1.33, there are four feature additions and bug fixes I would find very valuable:
1) KML network link dynamic updates 
2) Polyline animation, i.e. simulating flow in static time, building on the new stapled polylines coming soon (Jason).
3) Fix for variable dark large triangles near polar regions, i.e imagery not drawn.
4) Longstanding bug where objects on the other side of the globe are picked up as being in front.
5) Avoid superfluous redrawing of time-interpolated polylines and objects; which e.g. currently dramatically limits the number of objects it is realistic to keep alive (compared to Google Earth.) 

Kjell


On Tuesday, April 4, 2017 at 3:50:18 PM UTC+2, Patrick Cozzi wrote:
Hi all,

To continue from the active Cesium in 2017 thread (over 1,100 views, wow!), we'd like to hear what you want to see in Cesium in April, May, and June.

The start to 2017 has been great; the releases have included a ton of bug fixes and major features including orthographic projection, custom CZML properties, compressed textures, billboard/label/point improvements, and the imagery splitter, not counting the January release and all the work in the 3d-tiles branch.

For April-June, we have the following in the pipeline:
  • Support for Google Earth Enterprise terrain and imagery. (blog post)
  • Line styles, thanks to Jason Beverage. #5159
  • New depth test options for billboards/labels/points and depth-fail polyline materials. #5166, #5160, #5168
  • glTF 2.0. #4009
  • Significant 3D Tiles performance improvement. #5128
  • 3D Tiles spec/implementation community review before final OGC community standard steps. (blog post)
The other things we are considering for the next three months include:
  • New/reorganized tutorials and Sandcastle examples
  • Improved antialiasing
  • mesh compression, #5120
  • 3D Tiles vector tiles, #124

Matthew Amato

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Apr 28, 2017, 7:44:24 PM4/28/17
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Kjell, thanks for the feedback.

For 2, because of the nature of Cesium (and the Entity API, though it's not necessary), flow lines can already be done with Jason's work, here is a simple example using master: http://cesium-dev.s3-website-us-east-1.amazonaws.com/cesium/master/Apps/Sandcastle/?src=Hello%20World.html&label=Showcases&gist=ae02bcd6c66ca4b15d5c46f2200dc846

That flow is disconnected from time, but hooking it up to the Cesium clock so that it speeds up/slows down or pauses should be fairly straightforward.  That being said, we could certainly create a high-level "FlowLineProperty" if the community thought it would be generally useful.  Is this type of animation what you had in mind?

Hope that helps,

Matt

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Kjell

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Apr 29, 2017, 6:31:44 AM4/29/17
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Hi Matt,
This was exactly what I had in mind, and worth the version grade in itself!  Your demo shows it is as simple to implement as I had hoped, and I would expect that there are others in the community that would second the implementation of some "FlowLineProperty".  Definitely worthy of a Sandcastle demo too. 

Ideally it should work smoothly with a substantial number of polylines, say 500 of different widths, colors (materials?) and time-encodings, without experiencing a substantial drag on the system.  

The animateLine() function would most likely be shared across polylines (also for visual harmony) and could possibly be predefined as a default.  At the datasource level?  A default animateLine() could for example make it possible to implement animated flowlines in czml too?  

Look forward to seeing what ideas others might have.


Kjell
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Kjell

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Apr 29, 2017, 7:19:46 AM4/29/17
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Incidentally, a generic animateLine() could be a little more efficient by having  

   return (1 << i++) + (1 << i);

instead of  i++;  return Math.pow(2, i) + Math.pow(2, i-1); 

It does raise the issue of how to tailor the dash-shape, though, and ultimately even if it could be possible with a version that has a wave-like color spectrum.

Kjell


On Saturday, April 29, 2017 at 1:44:24 AM UTC+2, Matthew Amato wrote:
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Berwyn McKilligan

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Apr 29, 2017, 6:30:54 PM4/29/17
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Patrick

I think the orthometric(mean sea level) terrain would also be a workaround for this bug



alp...@gmail.com

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May 1, 2017, 3:53:00 AM5/1/17
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Hallo,

(Others have mentionned it as well) I'd really like to see an efficient way to clamp polylines to the ground, including long polylines.

Thanks for the great work.

Guillaume Lathoud

Piero Toffanin

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May 2, 2017, 12:44:35 PM5/2/17
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Great new additions!

I'd still be great to have subsurface visualization added at some point in the future. I think many other people in the community expressed interest for this feature in the past.

Patrick Cozzi

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May 7, 2017, 11:46:15 AM5/7/17
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As always, thanks all for the input!

@wenwu20082001 the branch to watch for textured polygons on terrain is https://github.com/AnalyticalGraphicsInc/cesium/compare/ground-primitive-tex-coords

@jduhlsbaron for your use case, would imagery layers at altitude require terrain or just the ellipsoid?

@Kjell do you know the GitHub issue for this: "Longstanding bug where objects on the other side of the globe are picked up as being in front."

Thanks,
Patrick

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B

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May 31, 2017, 4:14:41 PM5/31/17
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First of all, thanks for the hard work Cesium people!

Over the next 3 months, here's my wish list:
* https://groups.google.com/forum/#!topic/cesium-dev/ZSGJAUqnGR0
* release builds from the 3d tiles branch or periodic integration of 3d-tiles back into master
* https://github.com/AnalyticalGraphicsInc/cesium/issues/4714
* Improving the API for : https://github.com/AnalyticalGraphicsInc/cesium/issues/4659
* Optimizing picking (do webgl's readPixels less): https://github.com/AnalyticalGraphicsInc/cesium/issues/630
* Native support for clustering polygons: https://github.com/AnalyticalGraphicsInc/cesium/issues/4656
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Alberto Acevedo

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Jun 16, 2017, 3:29:56 PM6/16/17
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Asmita Amol Wankhede

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Jun 19, 2017, 2:57:25 PM6/19/17
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It may have been already planned out but its would be good to get idea about the vector layers support on Google Earth Enterprise.

Greg Angevine

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Jun 20, 2017, 6:32:37 AM6/20/17
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What's the likelyhood of having CZML polygons with altitude clamp to terrain? That's out-of-the-box functionality in GE but it seems to be a challenge with Cesium. For those of us who can't use the Tile Server this would be very helpful for drawing architectural scenes.

Thanks,
Greg

Rachel Hwang

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Jun 29, 2017, 9:24:27 AM6/29/17
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Hi Greg,

We can't say for certain when this will be implemented, but know that it's on our radar -- we're aware that ground-clamping is a very popular feature!

Best,
- Rachel

zubova...@gmail.com

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Jun 30, 2017, 3:26:10 AM6/30/17
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Hi!
In advance sorry for my English.
You have created a wonderful project!

At first I used for my tasks WebGL Earth JavaScript API based on Cesium, but then it turned out that there's not enough functionality, and we started to make the transition in Cesium.

A very handy tool, very good documentation, many examples, but for the purposes of our projects required popup balloons binded to Entities like here(http://examples.webglearth.com/#markers)

Probably too late to describe my wish, but could you re-consider adding popup balloons to Entity.

I found on the forum the manualy solution (https://groups.google.com/forum/#!msg/cesium-dev/hP5wjNeOWzo/dq7frk-_AwAJ) but when Entiti not visible, but the created element is not hidden.
here is an Example on Sandcastle(
http://cesiumjs.org/Cesium/Apps/Sandcastle/?src=Hello%20World.html&label=Showcases&gist=be3546a2f147641e911049b8090b1ff7)
maybe I need to add some parameter in a condition if(Cesium.defined(result) && PointPosition.isVisibleNow)
but I couldn't find it in the documentation.


Thanks, Aleksey

Rachel Hwang

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Jun 30, 2017, 10:44:23 AM6/30/17
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Hi Aleksey,

This can definitely be accomplished in a manner similar to your example, but we'll keep this in mind! In the meantime, checkout our hide entities example, which may help you: http://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Show%20or%20Hide%20Entities.html&label=All

Best,
- Rachel

rpar...@gmail.com

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Jun 30, 2017, 8:46:08 PM6/30/17
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It would be great if GroundPrimitive supported the use of a material with a texture from an image, and that this image/texture could be updated fast (for example, updating the texture with frames from a video, at least 30 frames per second)

Rob Milton

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Jul 6, 2017, 10:06:16 AM7/6/17
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A request that keeps coming up for us is the addition of a scale control.  The ability to add a scale that indicates distance for the current zoom level and the ability to specify the unit of measure would be great.

Rick Bing

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Jul 26, 2017, 9:54:55 PM7/26/17
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Hi,
At first, thanks to this awesome project, I learn many skills from that.  I'm very looking forward to the vector tiles,  and now I do a little on that, but looks terrible...   I want  to  know when the work on vector tiles will be finished?

在 2017年4月4日星期二 UTC+8下午9:50:18,Patrick Cozzi写道:

peacema...@googlemail.com

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Jul 27, 2017, 5:16:42 AM7/27/17
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Hi,

first, I have to admit, that your software is really awesome. I recently joined a project in my company, that uses cesium and I must say, that I am pretty impressed. What I would really like to see is webvr support for devices like the HTC Vive. I know that webvr is at an early stage, but I figured that if you have already partly implemented WebVR for the use with cardboard, wouldn't it be relatively easy to remove the restrictions to other devices?

No one expects perfect results, but seeing the world through a Vive or Rift would be pretty impressive.

Thanks for reading this.

christoph...@jhuapl.edu

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Sep 6, 2017, 11:06:45 AM9/6/17
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I'd love to see a focus on repairing Cesium's bread & butter map functionality. Labels and 2D shapes seem to be particularly neglected areas. For example, the label Sandcastle should be able to use smaller Google Maps-sized fonts instead of the giant font currently used. Unfortunately, in Cesium's current state, decreasing the font size exposes rendering bugs and readability issues.

Additionally, no Sandcastles demonstrate the ability to create filled 2D areas with labels, again because this is buggy, often exhibiting z-fighting. To me, labeling a drawn area seems like an incredibly common use case, and it's disappointing to see that Cesium doesn't handle it well.

jhonex...@gmail.com

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Dec 22, 2017, 3:00:16 AM12/22/17
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How can I get 3d models to move on the ground when I start elevation data?
Cesium's existing functional interfaces can meet this requirement

Sean Lilley

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Dec 24, 2017, 2:23:02 PM12/24/17
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Hi, it's better to start a new thread for these sorts of questions.

To clamp a model to the terrain set its height reference to CLAMP_TO_GROUND:

        var entity = viewer.entities.add({
            position : Cesium.Cartesian3.fromDegrees(-122.1958, 46.1915),
            model : {
                uri : '../../SampleData/models/CesiumMan/Cesium_Man.glb',
                heightReference : Cesium.HeightReference.CLAMP_TO_GROUND
                        }
        });

Tony Zhang

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Dec 25, 2017, 3:54:06 AM12/25/17
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Dynamically draw weather information in cesium,Similar to this effect: earth.nullschool.net

Patrick Cozzi

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Jan 1, 2018, 3:10:19 PM1/1/18
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Hi all,

If you are following this thread for feature requests and bug fixes, please join the new thread for 2018: https://groups.google.com/forum/#!topic/cesium-dev/25jPqr5ODg0

Thanks!
Patrick
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